Harag
Harag
According to Keen's [texture converter tool](http://steamcommunity.com/sharedfiles/filedetails/?id=796952895) SE uses this set of input channels: - `albedo` (RGB, sRGB) as defined by PBR - `metal` (single, sRGB) as defined by PBR -...
As of 2016/03 the game only has a PBR renderer (commonly know as "Dx11"). The previous renderer ("Dx9") is no longer supported. - [ ] Hide the texture slots and...
http://forum.keenswh.com/threads/7380529/#post-1286945787
Players often want to use a large block model with their small ship grids. This option would automate the export for that. Necessary changes: - separate block dimensions for the...
Currently objects will be missing materials on export if they partly consist of other duplicated objects and those objects are not selected by the export graph. This would require to...
Under circumstances unknown Blender sometimes creates a Blender Render texture slot with a texture named "Tex" that is of type `None`. In order for materials to work in SE there...
Havok expects mesh-objects that have all world-transformations already applied to them. Blender's Bullet physics-engine expects the opposite and will draw the green rigid-body wireframes at the wrong location when transforms...